You may cast nonland cards from your hand without paying their mana costs.

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Printings View all

Set Rarity
Core Set 2019 (M19) Mythic Rare
Masterpiece Series: Amonkhet Invocations (AKHMPS) Mythic Rare
Magic 2013 (M13) Mythic Rare

Combos Browse all


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Omniscience occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Blue: 0.21%

Omniscience Discussion

Zomgasa on Jodah

4 days ago

I really like Jodah decks, would defiantly say Warstorm Surge is worth it as an add and it combos with Enter the Infinate and Omniscience REALLY well for a "I hope you can stop this!" sort of turn.

Ancient Brontodon just feels vanilla in this deck, there are more interesting things than a 9/9 dude without trample or something more scary and harder to deal with. cough Blightsteel Colossus cough

Fusion Elemental is cool and you can cast him without NEEDing Jodah on the field, but same argument as the Brontodon, just boring.

Leyline Prowler and Rattleclaw Mystic are nifty, but nothing will be better than a Birds of Paradise or Noble Hierarch for that early game goodness!

I actuall like Pathrazer of Ulamog, he's big and hard to deal with. Ulamog's Crusher however, I'd rather play one of the Eldrazi Gods directly (depending on how the rest of your metta plays).

I don't understand what Wall of Runes, Feral Incarnation, or Opt do for you. Go for more direct land fetching, fix those colors! (by the way, I like the mana filter ideas, solid back-up plan that doesn't require foolish amounts of expensive lands!)

Peer Through Depths and Sift Through Sands are cute, but why not go bigger or something like Rhystic Study?

I love the direction and it looks like it plays well, but I would take it as more aggressive. Mana-ramp to get Jodah out as soon as you can and just start abusing his power!

toastySmorc on Blue, I embrace you. (Suggestions Welcome.)

1 week ago

I would definitely go heavier into countermagic. Your list seems incredibly top heavy and against any relatively fast deck you're just going to get overrun.

I would steer away from the good-stuff kind of playstyle you got going on here because it feels very unfocussed, and go heavy into a specific archetype. Maybe you like combo and want to stall out until you draw your pieces (which is how I designed my Azami list: Shameless plug at the end) or maybe you want to go with a big mana deck (which is the impression I'm getting from your list right now and what I'm going to give suggestions based off of).

So for a big mana deck, you want to run as many rocks as you can, so stuff like Vault, or Crypt/Grim monolith if you can afford it. Use low cost board clears like Evacuation to keep creatures off your back. I'd suggest running a few zero mana counterspells for interaction as you're ramping up, like Daze or Disrupting Shoal and FoW ofc you can afford it. After all you are playing blue, and it would be stupid to not to abuse the instant speed interactive potential here.

As for the payload, probably keep them to cards that will instantly win the game. Omniscience imo is a trap because it's really expensive, a countermagic magnet, and if you hardcast it you're not going to have the mana to fight over it. I would suggest alternatives like Palinchron because it combos well with High Tide.

TLDR: Trim down the top end to just the best cards, and fill the lower end with mana rocks and interaction. Here's my list for reference. It's the polar opposite but I hope you find it useful nonetheless. A good start though. My deck:

The National Library of Elkia

Commander / EDH* toastySmorc


Andrew30001 on Yuriko EDH

2 weeks ago

Omniscience and whatever extra turn spells you can afford.

9-lives on Pioneer No Mana Cost

2 weeks ago

Omniscience is only good for something like Emrakul, the Promised End when I want to pay 10 instead of 13. Aetherworks Marvel is also extremely delayed due to the fact that I don't want to sacrifice that many cards to win a 6-8 mana drop.

Magnanimous on Pioneer No Mana Cost

2 weeks ago

Aetherworks Marvel, Unexpected Results, Omniscience all fit the description but aren't great.

Reanimation like Blood for Bones and Bond of Revival could work if you just wanted to beat down with huge threats.

I'm guessing the Expertise series, Electrodominance, and As Foretold aren't what you're looking for.

Dubious Challenge, Madcap Experiment, Jalira, Master Polymorphist, and Dreamshaper Shaman also work.

mistborn314 on Nekusar, the Friendship Destroyer [[PRIMER]]

3 weeks ago

@ Maizena, just a heads up, but still having trouble with the link to the primer.

On a different note, I am looking at building a wheel deck around Dream Halls, (WUBR, Tymna the Weaver and Kraum, Ludevic's Opus as the commanders). I am curious how you break parity once you wheel with Halls out since you basically refill your opponent's hands and turn all interaction into pseudo-Force of Will. I really want to build around Halls, but it seems foolhardy to go full archenemy and give your opponents god-hands. What's the line the of play here? How has Halls worked out for you? Is it worth it?

Overall, it seems like a really awesome deck. As a fellow wheel player, here are some cards worth considering:

Temple Bell and Geier Reach Sanitarium are sweet and simple repeatable effects that are pure gold in this deck. Additionally, Bell goes infinite with Mind Over Matter and Library of Leng--cards you already run. (Tap Bell to have the table draw, discard with Mind to the top of your library with Leng and untap Bell--rinse and repeat--deck the table but never yourself since your just redrawing the same card). Could be nice since it works independent of your commander in case he gets hated out of the game.

Duskmantle Guildmage is an insta-win with Mindcrank, can add redundancy for Bloodchief Ascension. Burning Inquiry is pretty good (better than Jace's Archivist IMO). Narset, Parter of Veils is a MUST--wheel and you are the only one with a hand. Plus, it's only $2 or something...

You run more shuffle wheels than I do, so take this with a grain of salt. I love Underworld Breach and Yawgmoth's Will to replay key cards--especially Breach, since you can cast Wheel of Fortune as many time as you can afford since it's not exiled. Mission Briefing, Snapcaster Mage, and Kess, Dissident Mage are pretty dandy utility single spell flashbackers. Bone Miser and Shadow of the Grave are hidden gems (don't appear on most lists). They go crazy with the discard wheels, Library of Leng, Mind Over Matter, and Dream Halls.

In closing, I haven't seen the deck play, but Hive Mind, Omniscience, Torment of Hailfire, Isochron Scepter/Dramatic Reversal, Mizzix's Mastery, and Wheel and Deal are fun, but they don't seem to fit the game plan of a Nekusar pain train. There seems to be plenty of wincons without jamming all of these amazing, but unrelated cards in there. They feel like "win-more" cards that deflects the focus of the deck. In the case of Wheel and Deal, it you don't net cards off of it but you give your opponents a full grip. You already run the best wheels aside from Timetwister, it seems like an extra "meh" wheel. Maybe cut some of these cards and go for low CMC interaction or cantrips. Just food for thought.

EldraziOfRavnica on YURIKO NINJA

3 weeks ago

You forgot the commander. I would recommend a few more large Mana costs. Blinkmoth Infusion is hugely costed, but doesn't actually do much. Desolation Twin and Ancient Stone Idol are nice big creatures. I'll just say that the opponents won't expect Aladdin's Lamp. Dead Drop and Curse of the Cabal seem good as well. Omniscience should be an obvious choice.

Tzefick on Card creation challenge

4 weeks ago

TypicalTimmy I kinda feel like you gave up on balancing this Timmy creation.

It's a 4 color Planeswalker, true, but is only 5 CMC. It starts with 5 loyalty, which is fair considering the previous.

The +2 is acceptable but is in a rather good state, as +2 is strong on the defensive side and the ability is not bad if you build for it.

The +1 is too strong as is. You get to turn any permanent (preferably of higher CMC) into a "tutor" for any other permanent. And you do it as a positive loyalty ability. It's basically Birthing Pod-esque but for any permanent type. This should really be a negative loyalty ability, like -2 or -3.

The -4 is completely unacceptable. I don't know if it is omission by accident or purpose, but the lack of target makes this a triple Council's Judgment without the voting, and that in itself is almost ultimate worthy. That you can do it from the start and the PW still lives is just bonkers! Even if it was meant to say target, a triple Oblation without the drawback (AND the ability to target lands!) is insane value and one of the best removal options in the game next to exile.

If you cast this on turn 4 (given you're green and likely can ramp just a tiny bit with mana fixing to make sure you get all 4 colors in time), you drop this 5 CMC and tug away 3 of your opponent's lands... What are they supposed to do? If they cannot counter the PW and hope the caster cannot counter it back with a Force of Negation or similar, they basically lost the game. It's way too swingy an ability and need to be restricted to nonlands, cost more (loyalty), be unavailable at start, and/or have less targets.

The -9 seems like a fool in disguise. Granted, most cannot bounce lands very easily, so you're at least a bit protected, but it would seem like you could put yourself at a major disadvantage. The best way to take advantage of this would be if you had Omniscience on the board, so you can effectively dump your newly acquired hand to secure the win.

The logistic part of the ultimate seems to be its biggest strike. Making tokens for every permanent you have would seem like a major memory issue.

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